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Thanks bro. Yeah I lowk don't optimize at all lol mb. It's because my games are simple, but I should probably start learning now, as I slowly try to increase the scope of my games. I ended up having 3-4 days of actually making the game and the scope was ahead of me, so I understand the story was rushed, and the theme wasn't really met that well, I was kind of just trying to piece together a playable game. The animations I know I could do better, but it's one of those things where I always feel like I have the excuse to call it "charm" so I focus on other things instead that are more urgent. I feel like in game jams I always have the problem of some people being confused or finding it too difficult, so I made my game super easy, but after playing yours I think I'll change my mindset a bit because I think it would make it more fun and satisfying to beat. I agree that the slimes should be used in more "cool" ways, where they work together using their abilities to create an interesting puzzle. Thanks so much for playing my game, after playing yours it's like a celebrity giving an autograph, so thanks!

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thank you so much for the compliments! i never thought that my simple game would've been this liked. i think that when it comes to difficulty you just shouldn't care about pleasing other people, i think that you should pick the difficulty based on what you prefer or what you feel is the most fun. of course i don't mean that because of this you should make an extremly difficult game without any clues on how to go forward, it should still feel possible for the player and satisfying in the end. i know that if you make a difficult game many people will get frustrated and maybe even leave bad reviews or feedback (it happened to my game) but i just wouldn't have had fun making a very easy game since it didn't fit the game's style, because it's supposed to be inspired by rage games.